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Shiz
20th March 2009, 10:43 AM
Use the format from the Group 3 post. You can find the Resources thread with die rolling websites if you expand the time frame for which posts are displayed.

Sagar
23rd March 2009, 10:33 PM
Level 4 SagarDespite taking a mere sip from the family gene pool (all values sub <9 except one 12), the eldest son of the Redbeard family had dreams of fame and adventure.

That dream, however, died early when he was killed by a field mouse minion in the epic Battle of the Stone Wheat Cracker.

The junior Redbeard, however, drank more deeply from the gene pool. He grew wise and strong and stout and bright and charismatic and.. did we mention strong?

Sagar's early childhood was happily spent exploring caverns and dreaming of finding great magics in their depths. Being an unusual dwarf, he also studied magic zealously so he would recognize what he found.

As he grew, Sagar decided he wanted to be a fighter. He studied dwarven weapons and tactics and was a popular leader among the junior cadets. Then, in his first action, he helped drive undead from a dwarven village. After seeing the power of the priests in that encounter, he decided to pursue the priesthood.

Sagar has a passion for destroying undead in all their forms and has spent considerable time studying their strengths and weaknesses.

He has considered himself ready to go for some time. Now, finally, he gets to show what he can do in the real world....

Sagar Redbeard, Level 4 Dwarven Cleric

STR 18 +6
CON 15 +4
DEX 9 +1
INT 15 +4
WIS 18 +6
CHA 15 +4

HP 42 / 10 / 9 (total/surge value/surges per day)
AC 19
FOR 16
REF 14
WIL 18

+5 vs poison
+1 damage vs Undead
-1 to all push / slide
ST to avoid prone

INIT: 1
Speed: 5, Ignore encumbrance
Passive Perception: 23
Passive Insight: 21

SKILLS
Acrobatics: 0
Arcana: +9
Athletics: +5
Bluff: +4
Diplomacy: +4
Dungeoneering: +8
Endurance: +54
Heal: +11
History: +4
Insight: +11
Intimidate: +4
Nature: +6
Perception: +13
Religion: +9
Stealth: 0
Streetwise: +4
Thievery: 0

FEATS
1. Dwarven Weapon Training
2. Skill Training - Perception
3. Ritual Caster
4. Dwarven Weapon Training (+2 damage, proficiency with axes / hammers)
5. Versatile Expertise: +1 hit axes, +1 hit holy symbols

Rituals Known:
Gentle Repose [Level 1]
Tenser's Floating Disk [Level 1]

Greataxe: +9 vs AC [/B; [B]damage 1[W]=1d12+6 [strength, DWT] (Axe) High crit
Warhammer: +6 vs AC [+3 strength] [+2 proficiency]; damage 1[W]=1d10+3+2 [strength, DWT] versatile
Turn Undead +8i vs will, burst 2, 1d10+5+1, push 3+2 squares + immobilized ENT, Miss: half damage, no push
Prime Shot Throwing hammers : +9 vs AC; damage 1[W]=1d6+7 [strength, DWT] ; usable off-hand; heavy throwable
Thrown: range 5/10 Same as melee

At Will:
Lance of Faith +8 vs reflex, 1d8+5; 1 ally get +2 hit vs target
Righteous Brand +9w vs AC, 1W+6, ally gets +3 hit vs Target

Encounter
Healing Strike +9w vs AC, 2W+6, mark target, you or ally w/in 5 can spend surge+4 hp
Healing Word, close burst 5, one target, target surge +1d6+4, minor action (2x / encounter)
Command +8 vs will, R10, Hit: Target is dazed until EONT, can slide 3+2 squares.

Daily
Moment of Glory +8 vs will, CB5, Hit: you push the target 3 squares and knock it prone, Effect: You and each ally in the blast gain resist 5 to all damage UEONT, Sustain Minor: the effect persists
Shield of Faith , CB5, Each ally in burst gains +2 power bonus to AC until end of the encounter.

Languages: Common, Dwarven

Equipment:

Whiteflame Chainmail
Enhancement: +1 AC
Property: Resist 5 radiant.
Power (Daily): Minor Action. Change the type of resist this armor grants to resist fire, resist lightning, or resist thunder until the end of the encounter.

Magic Holy Symbol, +1

Prime Shot Throwing Hammer, +1You deal +1 damage is no ally is closer to the target than you are.

Potion of Healing (1)Great Axe
Warhammer
Throwing Hammer (2)
Adventure kit
2 sunrods
4 empty large sacks
Food for 10 days.
10g, 10sp

Greebo
31st March 2009, 01:58 PM
While his facial characteristics and well shaped horn formation are striking, Greebo is lean and somewhat overly skinny for his height. Dressed in simple leather armor, he holds an ornately decorated but otherwise ordinary looking rod in his right hand. An aura of the fey surrounds Greebo, and the magical glint in his eye suggests that those who would seek to cross him may find themselves confronted with a power based in a world apart from this one.

Greebo, Level 4 Tiefling Warlock
Deceptive Warlock, Eldritch Blast Charisma, Fey Pact
Languages: Common, Primordial, Abyssal (bound demon)

STR 8 -1/1 (base/level mod incl)
CON 12 +1/+3
DEX 12 +1/+3
INT 18 +4/+6
WIS 13 +1/+3
CHA 18 +4/+4

HP 45/11/7/5 (total/surge value/surges per day/new HP per lvl)
AC 18 (Leather) +1 vs. ranged > 5 away
FOR 14 +1 vs. ranged > 5 away
REF 18 +1 vs. ranged > 5 away
WIL 18 +1 vs. ranged > 5 away

INIT: +7
Speed: 6
Passive Perception: 13
Passive Insight: 18
Racial: Low-light vision

RACIAL:
Infernal Wrath (Encounter Power)
Fire Resistance - Resist fire 5 + 1/2 level. (6)
Bloodhunt - +1 on attacks against bloodied foes.

CLASS:
Shadow Walk - On your turn, if you move 3+ squares from starting square, gain concealment until end of your next turn.
Prime Shot - If no allies are closer than me to target, +1 vs. ranged on that target

SKILLS
Acrobatics +3
Arcana +6
Athletics +1
Bluff +13
Diplomacy +6
Dungeoneering +3
Endurance +3
Heal +3
History +6
Insight +8
Intimidate +13
Nature +3
Perception +3
Religion +6
Stealth +5
Streetwise +11
Thievery +3

BACKGROUND:
Born Under a Bad Sign : Substitute highest ability score for Con to determine initial HPs.

FEATS
Arcane Familiar - Bound Demon
Improved Misty Step - +2 spaces to Misty Step Teleport
Improved Initiative +4 to initiative checks
(reapers touch redacted - boo!)

FEATURES
Eldritch Blast - use as an at-will and basic attack (but not melee :()
Prime Shot - if no allies closer to target than me, +1 to hit on ranged attacks
Shadow Walk - on my turn, if move 3+ squares from starting square, gain concealment till EONT

Quick Curse Rod +1 to all attack and damage rolls with the implement keyword

AT-WILL
Eldritch Blast (Charisma) - [Standard] Arcane, Implement
Att: Cha(7) vs. Reflex (+1 if foe bloodied),
Hit: 1d10+Cha(5) Damage (With Warlock's Curse +1d6 to dmg 1x/round)

Eyebite - [Standard] Arcane, Charm, Implement, Psychic
Att: Cha(7) vs. Will (+1 if foe bloodied)
Hit 1d6 + Cha (5) Psychic and invisible to target until start of next turn (With Warlock's Curse +1d6 to dmg 1x/round)

Misty Step - [Free]
Trigger: Enemy under Warlock's Curse is reduced to 0 hp or lower
Effect: You can immediately teleport 3 squares as a free action.

Warlock's Curse - [Minor]
You can place a Warlock's Curse on the enemy nearest to you that you can see. A cursed enemy is more vulnerable to your attacks. If you hit a cursed enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt Warlock's Curse damage since the start of your turn, you cannot deal it again until the start of your next turn.
: A Warlock's Curse remains in effect until the end of the encounter or until the cursed enemy is defeated.
: You can place a Warlock's Curse on multiple targets over the course of an encounter; each curse requires the use of a minor action. You can't place a Warlock's Curse on a creature that is already affected by your or another character's Warlock's
Curse.

ENCOUNTER
Infernal Wrath - [Free] Close Burst 10
Trigger: An enemy w/in 10 squares of you hits you
Effect: Target takes 1d6+Int(4) or cha(4) fire damage

Witchfire - [Standard] Arcane, Fire, Implement
Att: Cha(7) vs. Reflex (+1 if foe bloodied)
Hit: 2d6 + Cha(5) Damage and target -6 to attack until end of your next turn. [Fey pact makes penalty 2 + Int (4)] (With Warlock's Curse +1d6 to dmg 1x/round)

Etherial Stride - [Move] Arcane, Teleportation
Effect: You can teleport 3 squares and you gain a +2 power bonus to all defenses until the end of your next turn.

Pipes of Winter - [Standard] Arcane, Cold, Implement
Att: Cha(7) vs. Fort (+1 if foe bloodied) (+1 if none closer: prime shot)
Hit: 2d6 + 5 cold; target immobilized till end of next turn. Adjacent enemies are slowed until end of next turn. [Fey Pact]

DAILY
Crown of Stars [Standard] Arcane, Implement, Radiant - Ranged 10
Attack: Cha(7) vs. Reflex (+1 vs. bloodied)
Hit: 2d12 + Cha(5) (+1d6 with Warlock's curse 1x/ round). If target is bloodied, it is blinded until end of my next turn.
Sustain Minor: Roll Cha(7) vs. Will against any target in range. Hit: Deal Cha(4) radiant damage.

ITEMS
(E) Leather Armor
Arcane Implement, Rod
(E) Quick Curse Rod +1 : (Free - Encounter) Place a Warlock's Curse on any target in site. Crit 1d6

Magical, Minor
- Sun gem - red gem that emits a red light (like a sun rod in range and brightness) - duration permanent?
180g
10sp

Companions
Blug: Bound Demon (Does not appear on char sheet, not sure why)
Permanent +2 to Intimidate (on char sheet), add Abyssal Lang
[Encounter] When you hit a bloodied enemy adjacent to Blug, gain 1d8 temp hps. Paragon tier, 2d8, epic tier 3d8.

EricStratton
27th April 2009, 01:42 PM
Here is the begining of a 1 page group summary.

Feel free to add the rest of your stuff.

Fixed Greebo

B= Base, skill +level+stats bonuses
M = Magic, magical bonuses
P = Party, bonuses from party members

Updated w/ Sagar's +1 Holy Symbol (here (http://www.legendsofwestwood.org/forum/showpost.php?p=244089&postcount=17)).

Updated w/ Cilene's Arcanist's Glasses (here (http://www.legendsofwestwood.org/forum/showpost.php?p=244089&postcount=17)).

Please note, the CB doesn't add the +3 to the Skills section (since it's only for magic checks) so make sure to add that to any Arcana magic checks you do.

Level 3 PDFs

--

10/16/09: Updated w/ Sagar's new Whiteflame Chainmail and w/ Greebo's corrected file.

--

11/18/09: Updated w/ Greebo's new Cloak of Distortion +1.

--

2/25/10: Updated w/ Jagged's new Bestial Leather Armor +1, and Rend's new hide armor (from Jagged) and Alfsair Spear +1.

Wow, 3 months between loot. Sorry. :*

10/16/09: Updated w/ Sagar's new Whiteflame Chainmail and w/ Greebo's corrected file.

11/18/09: Updated w/ Greebo's new Cloak of Distortion +1.

2/25/10: Updated w/ Jagged's new Bestial Leather Armor +1, and Rend's new hide armor (from Jagged) and Alfsair Spear +1.

Wow, 3 months between loot. Sorry. :*

PDFs here:

http://www.legendsofwestwood.org/forum/showpost.php?p=258365&postcount=15

Yeah, that was genius - putting a big DONT READ HERE just guarantees NOBODY will click the button... ;)

ES, do you have the DnD4e files for our characters? I don't have one for Sagar and was going to update it for level 4.

I can make one from scratch if you don't have it.

Yeah, that was genius - putting a big DONT READ HERE just guarantees NOBODY will click the button... ;)

Hehe. You all knew it was coming though.

Yeah, that was genius - putting a big DONT READ HERE just guarantees NOBODY will click the button... ;)

Plus, if no one ever reads it, what good is it?

It would be revealed soon. I was just too impatient not to type it up now.

Y'all know the character builder is now frozen right? The new character builder is online only and from what I've been hearing, buggy as crap

I tried to update the character builder and it's FUBAR now. I tried the on-line one. It's seems mostly OK.

I have the old CB app on my home PC and it still works fine, it just will never be updated again. I let my DDI sub lapse because I became pretty disappointed with the content updates. All the character stuff is Essentials based now, so unless I start an Essentials campaign somewhere, I am not interested.

Y'all know the character builder is now frozen right? The new character builder is online only and from what I've been hearing, buggy as crap
I'd forgotten. Does the online one take the dnd4e files?

I think so but everything is saved in that stupid ****ing Cloud.

I'd forgotten. Does the online one take the dnd4e files?

Yes, you can import them.

Yeah you can import your old ones but that's it - you can't get a local copy.

I have a lvl 12 sorcerer in my monthly game - I loaded him into the new builder and the math was completely fubar. That was in December - maybe it's improved but it was very frustrating.

The math looks ok on the two characters I've tried so far.

I ran a side by side on my Storm Sorcerer - level 12 - paragon - with several magical items - and the numbers were off by +3 to +5 on attack and damage. Made me go from useful team member to "dead weight" when i started playing off the new format.

Lycos
19th May 2010, 02:15 PM
Celine (Dion) Moonshadow - Moonie 2.0 - The Diva of Magic
Level 4 Eladrin Wizard
Unaligned, worshipping Ioun

Strength 13 (+3)
Constitution 16 (+5)
Dexterity 18 (+6) [4 Dex + 2 Lv]
Intelligence 21 (+7)
Wisdom 14 (+4)
Charisma 12 (+3)

Maximum Hit Points: 38
Bloodied: 19
Surge Value: 9
Surges / Day: 9
Speed: 6
Armor Class: 19 = 12 + 5 [intelligence] +2 [Feat]
Fortitude Defense: 15 = 12 + 3 [constitution]
Reflex Defense: 17 = 12 + 5 [intelligence]
Will Defense: 17 = 12 + 1 [Eladrin] + 2 [wizard] + 2 [wisdom]

Initiative: +10 = + 4 [dexterity] + 2 [1/2 level] + 4 [improved initiative]

SKILLS

6 Acrobatics
14 Arcana
3 Athletics
3 Bluff
8 Diplomacy
9 Dungeoneering
5 Endurance
4 Heal
14 History
4 Insight
3 Intimidate
4 Nature
4 Perception
7 Religion
6 Stealth
3 Streetwise
11 Thievery

FEATS
Ritual Caster - Master and perform rituals
Improved Initiative - +4 to initiative checks
Proficiency (Long Bow)
Unarmored Agility (+2 AC)

AT WILL
Light [Wizard][minor action] Range: 5 - Lasts 5 min. Covers Close Burst 4
Mage Hand [Wizard][minor action] - 20 lbs max., range: 5
Ghost Sound - Range: 10,
Prestidigitation [Wizard] - special effects
Magic Missile [Level 1] - +7 vs Reflex, Range: 20, Target: One Creature, Hit: Damage 2d4 +5
Scorching Burst [Level 1] - +7 vs. Reflex, Area burst 1 within 10 squares, Hit: Damage 1d6+5
Hypnotic Pattern Attack - (requires Hypnotic Pattern) - Trigger - an enemy starts its turn within 3 squares of the pattern., +7 vs Will, Hit: The Target is pulled 3 squares toward the pattern and slowed until the end of your next turn.


ENCOUNTER
Fey Step [Eladrin][move action] - teleport up to 5 squares
Force OrbAttack: +7 vs. Reflex, Hit: 2d8 (+5) force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target Secondary Attack: +7 vs. Reflex Hit: 1d10 (+5) force damage.
Wand of Accuracy - [I]Free - Effect: you gain a bonus to a single attack roll equal to your Dexterity modifier (+3). Requirement: You must wield your wand.
Hypnotic Pattern - Effect: You conjure a swirling pattern of colors and lights in an unoccupied square within range that lasts until the end of your next turn. You can use the Hypnotic Pattern Attack power, using the pattern's square as the origin square. Rng: 10.
Shield (Utility) - Trigger: You are hit by an attack Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

DAILY
Freezing Cloud [Level 1] - +7 vs. Fortitude, Area burst 2 within 10 squares, Hit: 1d8 + 5 cold damage Miss: Half Damage - The cloud lasts until the end of my next turn. Any creatures that entire the cloud or starts its turn in the cloud are subject to the attack. Dismissing the cloud is a minor action.
Flaming Sphere [Level 1] - Target: one creature, Rng: 10, +7 vs. Reflex, Hit: 2d6 +5, Effect: You conjure a flaming sphere in an unoccupied square. Any creature that starts its turn next to the sphere takes 1d4 +5 damage. As a move action, I can move the sphere up to 6 squares. Sustain: I can sustain this until the end of the encouter. As a standard action, I can make an additional attack. [memorized]
Expeditious Retreat (Utility) - Effect: Shift up to twice your speed. [memorized]

Reminder to Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

Equipment
Defensive Dagger, +1 [equipped] - 1d4+4 damage - +1 attack rolls and damage rolls
CRITICAL DAMAGE ENHANCEMENT - +1d6 damage -When you take the total defense or second wind action, add the enhancement bonus of this weapon as an item bonus to all of your defenses until the start of your next turn.
Melee Basic Attack: +6 attack, 1d4+4 damage, Ranged: +6 attack, 1d4+4, Rng 5/10
Arcanist Glasses - Gain a +3 item bonus to Arcana checks to detect magic.
Spellbook
Wand of Accuracy [equipped]
Long Bow - +6 attack, 1d10 +3 damage, Rng: 20/40
Quiver - 40 arrows

Cash: 605g

Celine left home to separate herself from her twin brother and to explore her own ideas about the world. He's very traditional and thus disapproving of her belief that the other races might not be as "lesser" as they had been taught. She's determined to find out more and to really understand others. Unfortunately she isn't very skilled at relationships and tends to put people off when attempting to be friendly.

Shiz
6th January 2011, 09:57 PM
Gant, level 4
Half-Orc, Fighter
Fighter: Combat Superiority
Fighter Talents: Brawler Style
Background: Silent Hunter (Silent Hunter Benefit)

Str 20 +5/+7
Con 15 +2/+4
Dex 17 +3/+5
Int 10 +0/+2
Wis 14 +2/+4
Cha 10 +0/+2

AC: 22
FOR: 22
REF: 17
WIL: 15

HP: 48 Surges: 11 Surge Value: 12
Speed: 6-1[armor]

INIT +5

TRAINED SKILLS
Athletics +12, Perception +12, Stealth +11

UNTRAINED SKILLS
Acrobatics +5, Arcana +2, Bluff +2, Diplomacy +2, Dungeoneering +4, Endurance +6, Heal +4, History +2, Insight +4, Intimidate +4, Nature +4, Religion +2, Streetwise +2, Thievery +5

FEATS
Level 1: Weapon Proficiency (Triple-headed flail)
Level 2: Brawler Guard (+1 shield bonus to AC/REF when one hand is free or grabbing a target)
Level 4: Inescapable Hold (grab escape attempts are always against my FOR)

RACIAL
Swift Charge: +2 speed when charging
Half-Orc Resilience: Gain 5 temp hps when first bloodied in an encounter
Furious Assault Encounter. Free Action. Trigger: You hit an enemy. Effect: The attack deals 1[W] extra damage if it's a weapon attack or d8 extra damage if not.

POWERS
MBA: Flail, +10 vs AC, d10+5
RBA: Shortbow, +7 vs AC, d8+3
Fighter at-will 1: Grappling Strike* (Flail: +10 vs AC, Hit: d10+5 and you grab the target. The grab ends automatically at the EOMNT). Brawler Style: When making an opportunity attack, you can use this power as a MBA.
Fighter at-will 1: Dual Strike (Two attacks, two targets: Flail (main) +10 vs AC, Hit: d10 / Spiked Gauntlet (off-hand) +11 vs AC, Hit: d6)
Fighter encounter 1: Bash and Pinion* (Flail: +10 vs AC, Hit: d10+5 and you slide the target 1 square to a square adjacent to you. You grab the target, and until the grab ends, it takes a penalty to attack rolls equal to your Dex (+3) modifier. The grab ends automatically at the EOMNT)
Fighter daily 1: Seize and Stab* (Reliable, Flail: +10 vs REF, Hit: 2d10+5 and you grab the target. The target cannot attempt to escape the grab until the end of its next turn)
Fighter utility 2: Forceful Drag (Move, you must have a creature grabbed) Effect: You move up to your speed. For each square you move, you slide the creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an OA from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
Fighter encounter 3: Rain of Blows (Three attacks, one creature: Flail +10 vs AC, Hit: d10)

* - must have one hand free

ITEMS
Adventurer's Kit
Triple-headed flail
Spiked gauntlet
Shortbow
Scale Armor of Eyes +1 You gain a +2 item bonus to Perception checks. Power (Encounter): Free Action: Trigger: An enemy targets you with an attack and you're granting combat advantage to it. Effect: You don't grant combat advantage to the triggering enemy for this attack.
Badge of the Berserker +1 (+1 F/R/W) When you charge, your movement made as part of the charge doesn't provoke OAs.

EricStratton
7th January 2011, 04:08 PM
I haven't updated them w/ the results of the final battle. I'll do that soon.

Sagar
2nd February 2011, 08:02 AM
Here is my level 4 sheet:

Sagar
5th February 2011, 03:02 PM
here is my level 4 character sheet updated with the new throwing hammer and the horse and I sold my old chainmail (at cost - let me know if I need to adjust the price).

Shiz
5th February 2011, 05:55 PM
Sell back is at 20% in PHB/DMG. And that file does not have at-wills chosen.

Sagar, Cilene (says lvl 4 but things don't match) and Greebo's posts here need to level up.

Greebo
6th February 2011, 05:51 AM
I'm waiting on answers from ES related to my shopping.

Sagar
6th February 2011, 09:27 AM
Sell back is at 20% in PHB/DMG. And that file does not have at-wills chosen.

Sagar, Cilene (says lvl 4 but things don't match) and Greebo's posts here need to level up.

I removed 30g from my money total. Rechecked the file and it's showing the at-wills on my screen.

EricStratton
6th February 2011, 03:00 PM
I'm waiting on answers from ES related to my shopping.
Sorry, I thought my post related to everyone's shopping was the answer you needed. What more info do you need?

Greebo
6th February 2011, 04:06 PM
Verification that after my misc shopping for general items + 1 horse that left over 500 g is ok

EricStratton
6th February 2011, 10:41 PM
If you want to have less gold than I have you down for (http://www.legendsofwestwood.org/forum/showthread.php?p=292831#post292831), I won't argue. What else did you buy?

Lycos
7th February 2011, 10:25 AM
Sorry, I'm still in the middle of leveling Celine.

Greebo
7th February 2011, 10:55 AM
If you want to have less gold than I have you down for (http://www.legendsofwestwood.org/forum/showthread.php?p=292831#post292831), I won't argue. What else did you buy?

Assorted tools - only worth 32g 5s - adjusting accordingly and posting.

Greebo
7th February 2011, 11:09 AM
Updated, attachments in my powers post.

Lycos
11th February 2011, 11:57 PM
Cilene's changes are complete.

Shiz
1st March 2011, 09:58 PM
Cilene's changes are complete.

PDF and the post above do not agree on all powers. Icy Terrain or Force Orb? What is in spellbook vs memeorized?

Lycos
2nd March 2011, 09:50 AM
PDF and the post above do not agree on all powers. Icy Terrain or Force Orb? What is in spellbook vs memeorized?

Powers agree now.

Memorized spells are marked. All spells are in the spell book. It's just that she can only memorize certain types.

Shiz
3rd March 2011, 07:40 PM
Eric, here is Gant's pdf.